I like that idea more actually. Maybe have a choice for each level of tech. So like three choices for Barracks, Factory, and Starport respectively? You could go Hammer Securities, Siege Breaker, Hel's Angels, Ghost, Science Vessel.
Oh man having mercenaries as your default units would be so over powered though. Tanks with 100 base damage while in siege mode? Vikings that deal 40 damage to armored? I'm all in for that.
On second thought, it's probably a bad idea. It'd be horribly unbalanced
Oh man if we're gonna have to choose between Planetary Fortress and Perdition Turrets I might scream. They're both so good. Similarly, Vanadium Plating or Ultra Capacitors are kind of overpowered regardless of which one you pick.
But if it's based solely on unit composition there might be a bit of trouble. There aren't enough units in the Terran tech tree that fill similar roles to the other. Like you said, Ravens or Sciences Vessels and Ghosts or Specters. You can argue Helion or Vulture but Helions turn into Hellbats, making both the Firebat and Vulture kinda redundant.
The Wraith is also completely phased out now because of the introduction of the Liberator, a fast anti-air unit that can also shoot ground and costs basically as much as a Wraith. The only difference is that a Wraith can cloak but in your maps there's so much detection that there isn't much you can do with cloaked units.
And please for the sake of convenience, don't put units with the same build hotkey in the list of available tech in production structures. The hotkey for Diamondbacks and Widow Mines are the same and it's really annoying having to reassign keys it all the time.
So, I'm a little late to the band wagon here but I just finished the first two missions of this campaign. I gotta say, playing it for myself is a lot different from watching Jayborino play it.
Both Missions - The terrain is wonderfully detailed and your choice of music fits quite well. The difficulty feels just right for the start of a campaign.
A01 - This was a very atmospheric mission with some very well done cutscenes. Unfortunately, my graphics card is mid-tier at best and lags when the camera pulls up too high.
The micro section is fairly easy, especially with Reeves' stun ability killing pretty much everything it hits. The tool tip isn't very accurate for this mission, though. I was very liberal with my use of his ability and got to the end with half my energy still in reserve.
The macro section was pretty fun as well. I actually kept my entire army on hold position in the space in front of my base. All of the Zerg attack waves ignored them and I was able to kill almost all of the Nydus Worms
right as they spawned. I used mostly Marauders in my army since they're great at killing buildings like Nydus Worms and no air attacks will ever go near them (Mutalisks just head straight for my base and into my turrets)
The boss monster was also a treat to fight. I wasn't sure if the thing was armored but fifty Marauders tore through it like it was nothing.
A02 - A very nice cave installation mission. Umoja's white tileset contrasted nicely with the rest of the grey cave system in the second half.
The micro section at the start was interesting. Once again, making use of your heroes' abilities made it fairly easy to deal with whatever attack wave they send at you. I also found that I can skip some attacks by camping a unit by the door while the rest of my army destroys the lock. The lock is destroyed, the door is opened, and I move the unit through, triggering the cutscene and skipping the attack wave.
The short amount of time between you getting your base and the timer starting was just enough for me to fill one bunker with marines and train an small group of marauders. When the timer started, I immediately made way for the eastern generator and blew it up. Then I moved to the north western generator, continually making more marauders to reinforce my existing army. I think I attacked a little too early as I lost a lot of units trying to kill the generator. I went back to base and rebuilt my army before going to the western generator and wiping out those bases. After that, I took those expos and kept making units. By the time I confronted Rhik, I had so many Marauders that none of his defenses mattered.
Overall, very fun missions and a good start to the campaign. I might go and record some runs and post them on Youtube, though I'll wait until I've played all 6 missions of Act 1.
Edit: I played the next two missions. Just appending this post instead of making a new one
A03 - I'm not a really big fan of micro missions. I still have fun playing them, but would much rather play macro missions. That said, I still enjoyed playing this as the ideas and gameplay presented in it was interesting. Just not enough for me to give comment on. I liked the stone Zealots though. Nice use of those artifact guardians from Smash and Grab.
A04 - My computer lagged like a mofo during the opening cutscenes. StarCraft 2 is not optimized for sweeping panoramic shots of mountains in the distance. The dust clouds did not help. While actually playing the mission I got a stable 60 fps though. As for the gameplay, this mission was a spike in difficulty I did not expect - and to make it worse, it's with an off race.
The micro section with the War Hounds was frustratingly tedious at first but surprisingly easy once you figure out the timings. I ordered all my extra units to move back to the very start of the mission while I continued on with my heroes. I went counter-clockwise starting from the objective directly east of where you begin the War Hound section. Took out two of the objectives before I even encountered my first War Hound. Then ran straight for the next objective and killed the War Hound in my way, moving into a corner to avoid the patrolling strike team. I followed behind the team and let them circle around before taking out the last three in quick succession. Very fun once you know what you're doing.
The macro section was hard mostly due to tech restrictions. Stalkers with no blink mean it's really hard to micro them away from death. Similarly, they'll path-block Zealots trying to kill something. It was essential for me to have a hot key for melee and ranged units so I'd lead in with the zealots firsts and reinforce with the stalkers from behind. That said, this map made brilliant use of this challenge. Lots of choke points make proper positioning key in any attempt to push. It's as much a fight with the terrain as it is with the enemy. And seeing as it's an enemy base, that works out just fine.
The boss was somewhat annoying as the single target missiles did area damage, making it impossible to dodge them completely unscathed. Thankfully, you can easily dodge it by queuing a bunch of back and forth move commands. The multi-target missiles are really easy to dodge unless your character happens to be behind the boss in which case moving slightly to the left does nothing since you'll have clicked the boss instead of the ground slightly to the left of your unit. That's the same problem with the barrage attack since you won't have to move that far to dodge it but the boss keeps eating your move clicks.
The seconds phase of the boss was interesting. A little inconvenient that Voradin started in the same hotkey as Khaduros but nothing too bad. I mostly just shift-queued all of my orders to Voradin while I micro-ed Khaduros. Won the second phase within two cycles.
Both maps The terrain and music was still great. I'd have loved to play mission 4 on the highest settings if my computer could handle it. Sadly, it can't and it makes me sad.
Over all, great pair of maps. Really excited to play the next two
0
@JayborinoPlays: Go
I like that idea more actually. Maybe have a choice for each level of tech. So like three choices for Barracks, Factory, and Starport respectively? You could go Hammer Securities, Siege Breaker, Hel's Angels, Ghost, Science Vessel.
Oh man having mercenaries as your default units would be so over powered though. Tanks with 100 base damage while in siege mode? Vikings that deal 40 damage to armored? I'm all in for that.
On second thought, it's probably a bad idea. It'd be horribly unbalanced
0
@DudkiSC2: Go
Oh man if we're gonna have to choose between Planetary Fortress and Perdition Turrets I might scream. They're both so good. Similarly, Vanadium Plating or Ultra Capacitors are kind of overpowered regardless of which one you pick.
But if it's based solely on unit composition there might be a bit of trouble. There aren't enough units in the Terran tech tree that fill similar roles to the other. Like you said, Ravens or Sciences Vessels and Ghosts or Specters. You can argue Helion or Vulture but Helions turn into Hellbats, making both the Firebat and Vulture kinda redundant.
The Wraith is also completely phased out now because of the introduction of the Liberator, a fast anti-air unit that can also shoot ground and costs basically as much as a Wraith. The only difference is that a Wraith can cloak but in your maps there's so much detection that there isn't much you can do with cloaked units.
And please for the sake of convenience, don't put units with the same build hotkey in the list of available tech in production structures. The hotkey for Diamondbacks and Widow Mines are the same and it's really annoying having to reassign keys it all the time.
0
@DudkiSC2: Go
Oh, you posted while I was editing my earlier post. Well feedback for the mission 3 - 4 is on my previous post.
0
So, I'm a little late to the band wagon here but I just finished the first two missions of this campaign. I gotta say, playing it for myself is a lot different from watching Jayborino play it.
Both Missions - The terrain is wonderfully detailed and your choice of music fits quite well. The difficulty feels just right for the start of a campaign.
A01 - This was a very atmospheric mission with some very well done cutscenes. Unfortunately, my graphics card is mid-tier at best and lags when the camera pulls up too high.
The micro section is fairly easy, especially with Reeves' stun ability killing pretty much everything it hits. The tool tip isn't very accurate for this mission, though. I was very liberal with my use of his ability and got to the end with half my energy still in reserve.
The macro section was pretty fun as well. I actually kept my entire army on hold position in the space in front of my base. All of the Zerg attack waves ignored them and I was able to kill almost all of the Nydus Worms right as they spawned. I used mostly Marauders in my army since they're great at killing buildings like Nydus Worms and no air attacks will ever go near them (Mutalisks just head straight for my base and into my turrets)
The boss monster was also a treat to fight. I wasn't sure if the thing was armored but fifty Marauders tore through it like it was nothing.
A02 - A very nice cave installation mission. Umoja's white tileset contrasted nicely with the rest of the grey cave system in the second half.
The micro section at the start was interesting. Once again, making use of your heroes' abilities made it fairly easy to deal with whatever attack wave they send at you. I also found that I can skip some attacks by camping a unit by the door while the rest of my army destroys the lock. The lock is destroyed, the door is opened, and I move the unit through, triggering the cutscene and skipping the attack wave.
The short amount of time between you getting your base and the timer starting was just enough for me to fill one bunker with marines and train an small group of marauders. When the timer started, I immediately made way for the eastern generator and blew it up. Then I moved to the north western generator, continually making more marauders to reinforce my existing army. I think I attacked a little too early as I lost a lot of units trying to kill the generator. I went back to base and rebuilt my army before going to the western generator and wiping out those bases. After that, I took those expos and kept making units. By the time I confronted Rhik, I had so many Marauders that none of his defenses mattered.
Overall, very fun missions and a good start to the campaign. I might go and record some runs and post them on Youtube, though I'll wait until I've played all 6 missions of Act 1.
Edit: I played the next two missions. Just appending this post instead of making a new one
A03 - I'm not a really big fan of micro missions. I still have fun playing them, but would much rather play macro missions. That said, I still enjoyed playing this as the ideas and gameplay presented in it was interesting. Just not enough for me to give comment on. I liked the stone Zealots though. Nice use of those artifact guardians from Smash and Grab.
A04 - My computer lagged like a mofo during the opening cutscenes. StarCraft 2 is not optimized for sweeping panoramic shots of mountains in the distance. The dust clouds did not help. While actually playing the mission I got a stable 60 fps though. As for the gameplay, this mission was a spike in difficulty I did not expect - and to make it worse, it's with an off race.
The micro section with the War Hounds was frustratingly tedious at first but surprisingly easy once you figure out the timings. I ordered all my extra units to move back to the very start of the mission while I continued on with my heroes. I went counter-clockwise starting from the objective directly east of where you begin the War Hound section. Took out two of the objectives before I even encountered my first War Hound. Then ran straight for the next objective and killed the War Hound in my way, moving into a corner to avoid the patrolling strike team. I followed behind the team and let them circle around before taking out the last three in quick succession. Very fun once you know what you're doing.
The macro section was hard mostly due to tech restrictions. Stalkers with no blink mean it's really hard to micro them away from death. Similarly, they'll path-block Zealots trying to kill something. It was essential for me to have a hot key for melee and ranged units so I'd lead in with the zealots firsts and reinforce with the stalkers from behind. That said, this map made brilliant use of this challenge. Lots of choke points make proper positioning key in any attempt to push. It's as much a fight with the terrain as it is with the enemy. And seeing as it's an enemy base, that works out just fine.
The boss was somewhat annoying as the single target missiles did area damage, making it impossible to dodge them completely unscathed. Thankfully, you can easily dodge it by queuing a bunch of back and forth move commands. The multi-target missiles are really easy to dodge unless your character happens to be behind the boss in which case moving slightly to the left does nothing since you'll have clicked the boss instead of the ground slightly to the left of your unit. That's the same problem with the barrage attack since you won't have to move that far to dodge it but the boss keeps eating your move clicks.
The seconds phase of the boss was interesting. A little inconvenient that Voradin started in the same hotkey as Khaduros but nothing too bad. I mostly just shift-queued all of my orders to Voradin while I micro-ed Khaduros. Won the second phase within two cycles.
Both maps The terrain and music was still great. I'd have loved to play mission 4 on the highest settings if my computer could handle it. Sadly, it can't and it makes me sad.
Over all, great pair of maps. Really excited to play the next two